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Reallusion reveals new features of Character Creator 4

The main focus of Character Creator 4 (CC4) is to enlivening and giving personality to any biped humanoid, whether they are humans or creatures.

In version 4.0, imagination and creativity is no longer limited by an existing character base. Instead, any rigged character can be imported, characterized, and optimized in Character Creator 4.  Characters will be fully compatible with iClone for lip-sync, facial/body animation, and also be ready for ActorCore mocap animations to save time in production.

To present a character’s personality, Character Creator 4 supports customizing facial expression morphs to create vivid, and unique facial expressions. Users can further check talking and body animation, cloth/hair physics, spring dynamics, and preview animations directly in Character Creator 4.

The following are the new features revealed in the Part One of Work-in-Progress Preview:

  • Enliven Any Character Rig
  • Animation Preview, Display and Render
  • Advanced Facial Performance
  • Custom Expression Blendshapes
  • Asset Import, Prop Editing, and Optimization Using InstaLOD
  • Other Enhancements

Let’s take you for a tour for a new feature highlight….

Reallusion reveals new features of Character Creator 4 Reallusion Reallusion,Character Creator 4
Reallusion reveals new features of Character Creator 4 Reallusion Reallusion,Character Creator 4

Enliven Any Character Rig

Introducing a fast way to bring your character into animation, with thousands of ActorCore mo-cap motions, with added support from iClone facial and body animation system. 

Any rigged biped humanoid character can be imported, and converted to Non-Standard character, while any rigged model can be converted to Non-Human character.

Creating Non-Standard Characters with HumanIK Rig: When importing a biped character rig, you can characterize the character by mapping bones to be compatible with the HIK system for body animation.

Auto Import Character with Standard Profiles: If the imported FBX belongs to standard profiles (i.g. Daz G3/G4, Maximo, Maya HIK, 3ds Max Biped, Blender Human Meta Rig, and Unreal UE4), Character Creator 4 will detect the file, and automatically convert it to Non-Standard character with mapped bones and activated HIK.

Animation Preview, Display and Render

Make a live display of your character, check its body rig, lip-sync, facial and body animation, cloth and hair physics, and finally present your character with animated renders.

The preset motions include customized facial and body motions for male, female, neutral, and children. Different camera angles are designed for each preset motion for easier observation.

Advanced Facial Performance

There will be an advanced facial expression set which includes 140+ blendshapes to your CC3+ characters with authentic facial expressions.

  • Optimized Base Level Control (facial control, nasal & cheek movement, lip & ear options)
  • Advanced Eye, Pupil and Eyelash Controls (eyeball rotation, eye widening, eye blink crease lines, pupil size)
  • Advanced Mouth and Lip Controls (lip roll in & out, push & pucker, asymmetrical control quadrants)

Custom Expression Blendshapes

Customizing Expression Morphs via GoZ: Exporting a character model to a sculpting tool, and updating the results in Character Creator 4 as customized facial expression blendshapes. For ZBrush users, you can use the GoZ function to send the model and update the resulting morphs efficiently. 

Asset Import, Prop Editing, and Optimization Using InstaLOD

Character Creator 4 supports importing any mesh data. The Scene Manager not only displays the objects in the scene, but also child nodes, and mesh data for each object. Users are allowed to:

  • Organize meshes by converting them to be sub-items (either group them as a node, or single mesh as a content)
  • Convert node or mesh to accessory, clothes, facial hair content
  • Edit mesh
  • Optimize mesh and material by using InstaLOD
  • Attach and detach bones
  • Merge props
  • Export selected item(s) in OBJ

Batch Import Character Assets: Import a multi-mesh model, re-organize meshes, and convert meshes into several reusable assets.

Bringing in Objects as Independent Accessories: Create props by importing the external sources. Every imported mesh is editable and each sub-prop can be attached/detached freely to make different combinations, as independent accessories. 

Flexibly Setup Props and Animate in iClone 8: Two methods for creating props. One is to import it as a whole, by which the user can animate the object by editing the Motion Layers. The other way is to break up the meshes into sub-props while importing the object. By doing so, the user not only can apply the Transform function to animate each sub-prop separately, but can also easily add Constraints in iClone 8 to achieve lifelike animations. 

You can check the full article with given below link– https://magazine.reallusion.com/2021/11/05/character-creator-4-new-features-introduction/

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